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TM-058 

4th printing 




Table of Contents 



I. INTRODUCTJON 1 

1.1 Physical Description of Came 1 

1.2 Summary of Game Play 1 

II. SPECIFICATIONS 3 

2.1 General 3 

2.2 Electrical 3 



2.3 Environmental 

2.4 Owner/Operator Options for 
Structuring of Play 

2.5 Accessories Available on 
Separate Order 

111. THEORY OF OPERATION 

3.1 Functional Description of Game 

3.2 General Information 

3.2.1 Energizing the Game 

3.2.2 TV Monitor 

3.2.3 Picture on TV Screen 

3.3 Game Sequence 

3.3.1 Operating Modes 

3.3.2 Attract Mode 

3.3.3 Game Sequence in Play Mode 

3.3.4 Owner/Operator Options 

3.4 Detailed Technical Description 
of Operation 
3.4,1 
3.4.2 
3.4.3 
3.4.4 
3.4.5 
3.4.6 
3.4.7 
3.4.8 
3.4.9 
3.4.10 



3.4.20 Brick Hit Sound Generator 

3.4.21 Paddle Player Controls 
and Paddle Generator 

3.4.22 Numerals Display Generator 

3.4.23 Sound Summing and Audio 
Out Driver 

IV. INSTALLATION INSTRUCTIONS 13 

4.1 Unpacking Instructions 13 

4.1.1 Examination for Shipping 
Damage 

4.1.2 Mechanical Inspection 

4.2 Energizing the Game 13 
4.2.1 Application of AC Power 



3.4.11 
3.4.12 
3.4.13 
3.4.14 
3.4.15 
3.4.16 
3.4.17 
3.4.18 
3.4.19 



General Information 
Clock Generator 
Sync Countdov^^n Chains 
Picture Rotation Logic 
Povi^er Supply 
Coin Recognition 
Q Latch and Antenna 
Start Recognition 
Free Game Selector 
Credit Accumulator and 
Start Lamp Drivers 
Brick Display 
Playfield Generator 
Points Counter 
Player Score Registers 
Empty Wall Detector 
Serve Wait 
Ball Serves Counter 
Ball Motion Counters 
Ball Hit and Motion 
Controls 



3 
5 
5 
5 




4.2.2 Check on Operation of 
Interlock Sv^/itches 




4.3 


Game Structuring 


14 


4.4 


Functional Check of Game 
Operation 

4.4.1 Check of Attract Mode 

4.4.2 Check of Play Mode 


14 


5 


V. MAINTENANCE AND ADJUSTMENTS 


17 




5.1 


Routine Maintenance 

5.1.1 Cleaning 

5.1.2 Lubrication 


17 




5.2 


Adjustments on TV Monitor 


17 


8 


5.3 


Adjustment of Speaker Volume 


17 




VI. TROUBLESHOOTING AND REPAIR 


19 




6.1 


General Procedure 


19 



6.2 



6.1.1 Identifying the Trouble Area 

6.1.2 Locating the Trouble Cause 

6.1.3 Correcting the Trouble Cause 

6.1.4 Verifying Correct Game 
Operation 

Test Equipment 20 

6.2.1 Basic Test Equipment 

6.2.2 Optional Test Equipment 



6.3 Specific Troubleshooting Information 21 

6.3.1 Coin Mechanism 

6.3.2 TV Monitor 

6.3.3 Antenna Static Modification 



VII. SCHEMATICS, DRAWINGS, AND 
PARTS LISTS 



23 



1. INTRODUCTION 



■ 1 



1.1 PHYSICAL DESCRIPTION OF CAME 

Atari's "Breakout" is a skill-based video action 
game designed for one or two players. The game is 
packaged in its own distinctively-styled cabinet that rests 
directly on the floor. Two cabinet versions, an upright 
cabinet and a cocktail table cabinet, are available. The 
upright cabinet has a 19-inch black-and-white TV 
monitor mounted behind an inclined transparent 
plexiglass panel. The monitor chassis is tilted back in 
a nearly horizonlal position and the players stand in 
front, looking down at the screen. (Drawing number 
A004835 in Section Vli of this manual shows an ex- 
ternal view of this cabinet.) Several strips of colored 
transparent material are affixed to the glass on the 
front of the TV tube. During play these strips filter 
light coming from the screen so that certain portions 
of the TV picture will appear highlighted in color. 
One set of player controls and two "start" push but- 
tons are mounted on a panel near the bottom end of 
the TV screen nearest the players. Two identical coin 
mechanisms also are mounted on the front of the 
cabinet, below the player controls. They accept 
quarters only and are connected so that either can 
initiate play. The cash box is located behind a locked 
access door to the coin mechanisms. A speaker is 
mounted in the top portion of the cabinet, above 
the TV screen. During play it produces a variety of 
sounds that add to the game excitement. 

In the cocktail table cabinet the 19-inch black- 
and-white TV monitor is mounted beneath the table top, 
with its screen facing up. The TV tube is recessed below 
the table surface and a transparent plexiglass sheet pro- 
tects it from damage. Two sets of player controls, one set 
near each end of the TV screen, are mounted on flat 
panels that are recessed into the table top. Two "start" 
push buttons are also provided, one along with each set 
of player controls. Two identical coin mechanisms are 
mounted halfway between the sets of player controls, on 
a side panel of the rectangular-shaped base that supports 
the table top. The cocktail table cabinet is provided with 
two speakers; each is mounted on a side panel of the 
base, below a set of player controls. The speakers are 
connected in parallel so that they both produce identical 
sounds. (Drawing number A005610 shows an external 
view of the cocktail table cabinet.) 



1.2 SUMMARY OF GAME PLAY 

"Breakout" is a ball-and-paddle game in which a 
player's objective is to build up the highest possible 
point score by hitting balls toward a wail of bricks. Each 
time a ball hits a brick, points are added to the player's 
score. Then the brick disappears and the ball rebounds. 
Bricks at the rear of the wall are worth more score points 
than those at the front. Player-accumulated scores are 
displayed continuously on the TV screen. Besides re- 
bounding from bricks and from the player's paddle, the 
ball will also rebound from the play-field's two sidewall 
boundaries and from the backwall boundary behind the 
wall of bricks. 



The player controls consist of a lighted "serve" 
push button and a "paddle" knob. Depressing the 
"serve" button causes a ball to appear on the TV screen 
and start moving toward the player. Twisting the knob 
causes the paddle to move back or forth along a 
straight-line path parallel to the end of the TV screen 
farthest from the wall of bricks. During play the player 
must manipulate the knob so that the paddle will move 
to a position that lies in the ball's path. If the player 
succeeds in doing this, the ball will hit the paddle and 
rebound back towards the wall of bricks. But if the 
player misses, the ball will pass by the paddle, continue 
on and finally disappear from the TV screen. To cause a 
new ball to appear the player must then depress the 
"serve" button again. The game only serves a preset 
number of balls, but the number of volleys made on any 
one ball is limited only by the player's skill. 

Players will receive a large number of score points 
for a "breakout," that is, for clearing away an opening in 
the wall of bricks and then paddling a ball back through 
the opening. When this happens the ball rebounds back 
and forth between the backwall boundary and the 
high-value bricks, thus adding multiple points to the 
player's score for every brick hit. After a "breakout," the 
ball does not travel back toward the player's paddle until 
it finally rebounds back out through an opening in the 
wall of bricks. 

To make the game more challenging for skillful 
players, during any one serve the ball speed increases in 
steps as the player makes more and more volleys, and it 
immediately increases to the fastest speed as soon as a 
brick on the back rows of the wall is hit. Besides these 
increases in speed, during any volley when a "break- 
out" occurs the width of the paddle is reduced to one 
half its normal size. The play sequence ends after the 
player misses a volley on the last ball served and that 
ball has disappeared from the TV screen. 

The following three types of sounds are produced 
during game play as the ball hits various objects: a 
bounce sound when the ball hits the sidewall or 
backwall boundaries, a "blip" sound when it hits the 
paddle, and a "tick" sound for each score point when it 
hits bricks. A fourth buzzing sound is produced each 
time a player's score reaches a preset achievement level, 
provided that the game has been structured by an 
owner/operator option to allow bonus game credits. 

In a two-player game, on the upright cabinet ver- 
sion the players take turns using the same set of player 
controls. On the cocktail table cabinet, each player has 
a separate set. The game's electronic circuitry includes a 
memory that "remembers" the brick pattern indepen- 
dently for each player. This feature insures that player 2 
will not benefit from player 1 's skill at making a "break- 
out" opening in the wall of bricks, and vice versa. On 
the cocktail cabinet version only, at the conclusion of 
each serve in a two-player game, the TV picture is ro- 
tated ^Q0°. This is done so that the paddle end of the 
screen will be closest to the player whose turn it Is to 
depress the "serve" button. 



Section III of this manual gives additional details 
about the game play and describes the owner/operator 
options. 



ILSPECIFICATIONS 



2.1 GENERAL 

Upright Cabinet 
Dimensions: 
Cocktail Table 
Cabinet Dimensions: 
TV Monitor: 



Coin Mechanisms: 
Cash Box: 
Power Cord: 

2.2 ELECTRICAL 

Power Requirement: 



Fusing: 



Power Interrupt 
Switches: 



Height 65y4 in., Width 25y4 
in., Depth U^a in. 
Height 30 ih., Diameter 
of Table Top l^Vh in. 
Motorola Model XM501, 
black and white, with 19- 
inch screen. 

Two identical mechanisms 
(connected in parallel); ac- 
cept quarters only. 
Removable; located behind 
locked access door to coin 
mechanism assembly. 
Approximately 6 ft. long, ex- 
tending from rear of cabinet 
and having grounded 
three-prong plug for con- 
ventional wall outlets. 



Uses conventional wall out- 
let providing 60-cycle AC (60 
Hz, single phase) at 110 
volts; power consumption 
rated at 210 watts. 
All fuses located inside 
cabinet; TV monitor has two 
1-amp fuses and remainder 
of game is protected by a 
2-amp slow-blow fuse. 
Upright cabinet has one 
switch located inside cab- 
inet at access panel on rear. 
Cocktail table cabinet has 
three switches — one at side 
access panel, one beneath 
hinged table top, and one at 



hinged access door to coin 
mechanism assembly. These 
are safety switches that 
interrupt AC power to the 
game whenever the panel is 
unlocked and opened, and, 
in the case of the cocktail 
table cabinet, also whenever 
the coin mechanism assem- 
bly access door is opened or 
the table top is unlatched 
and lifted up. 

2.3 ENVIRONMENTAL 

Operating and Storage from 32° F to 12(f F (Ambient 
Temperature Range: Temperature) 
Relative Humidity: from 0% to 80% without con- 
densation 

2.4 OWNER/OPERATOR OPTIONS FOR 
STRUCTURING OF PLAY 

• Game Credits adjustable for either 1 credit/coin 
or 2 credits/coin. 

• Number of ball serves adjustable for either 3 or 5 
serves per play. 

• Bonus Credit for high player score: choice of no 
credit, or one credit for attainment of preset level 
of points (adjustable in 100-point steps). 

NOTE: A speaker volume adjustment is also provid- 
ed. 

2.5 ACCESSORIES AVAILABLE ON SEPA- 
RATE ORDER 

Video Probe: order from Atari 

Universal Test Fixture: order from Atari, catalog 
no. TF-101 



THEORY OF OPERATION 



3.1 FUNCTIONAL 
GAME 



DESCRIPTION OF 



The block diagram in Figure 3-1 shows the major 
functional parts of the "Breakout" game and their 
interconnections. Note that the game printed circuit 
board sends a "composite video" signal to the TV 
monitor and a separate "audio" signal to the speak- 
ers. Only the cocktail table cabinet version has two 
speakers and tw^o sets of player controls. 



SERVE 
push butU 



PADDLE 



push butto 
lamps 



COIN MECHANISMk 



J hechanismL 



>nly ^ 
I SPE 




GAME 
PRINTED 
CIRCUIT 
BOARD 



Figure 3-1 



Functional Block Diagram of 
"BREAKOUT" Game 



3.2 GENERAL INFORMATION 

The general information about the "Breakout" 
game given here provides a background for under- 
standing the Installation Instructions in Section IV of 
this manual, and the description of game operation 
in paragraphs 33 and 3.4. 

3.2.1 ENERGIZING THE GAME: The game does 
not have an external "Power On" switch. Instead it 
is energized as soon as the power cord is plugged 
into an active AC wall outlet. This outlet must pro- 
vide the AC power listed in the Specifications (Sec- 
tion II of this manual). 

3.2.2 TV MONITOR: The game's TV monitor is a 
self-contained transistorized television monitor 
supplied to Atari by Motorola. Because the compo- 



site video signal sent to the monitor by the game 
control circuitry differs in certain important respects 
from the signal derived from commercial TV broad- 
casts, the picture appearing on the screen is unlike 
that of a home TV set and the monitor does not 
produce any sound. 

3.2.3 PICTURE ON TV SCREEN: The game's 
composite video signal is constructed to produce 
only two video levels (white and black), instead of 
the more or less continuous shades of gray seen on 
a home TV screen. Figure 3-2 shows a typical picture 
that would appear on the screen during play and 
identifies the objects in the picture. The score of the 
player up will be blinking on and off. The complete 
wall of bricks consists of 8 rows, with 14 bricks in 
each row. Four transparent strips, each a different 
color, are affixed to the surface of the picture tube 
so that each strip covers two rows of bricks. Drawing 
no. A004856 in Section VII of this manual shows a lo- 
cation diagram for the strips on the upright cabinet 
version and identifies the color of each strip. A fifth 
colored strip is placed over the narrow rectangular 
region of the screen in which the paddle is allowed 
to move back and forth. On the cocktail table 
cabinet two sets of brick strips are affixed, one set 
near each end of the TV tube, but the paddle strip is 
omitted. Two sets of brick strips are used because 
on this cabinet version the picture is rotated 180° 
after each serve in a two-player game. 

backwall boundary- 
number of 
player 
up now 

score for 
Player 1 

back row 

WALL 

OF BRICKS 

front row 

left sidewall 
boundary 




number of 
ball being 
played now 

score for 
Player 2 

right 

sidewall 

boundary 

ball 

paddle 



(side of picture closest 
to player's controls) 

Figure 3-2 Typical Picture During Play 

3.3 GAME SEQUENCE 

3.3.1 OPERATING MODES: During use the 
"Breakout" game can be described as operating in 
either of two modes, attract or play. Plugging the 
power cord into an active AC outlet energizes the 
game and it starts out in the attract mode. The game 
remains in the attract mode until a player deposits a 
coin and the coin clears the coin mechanism, at 
which point a signal derived from the coin 
mechanism causes the game to go into the play 
mode. The game remains in the play mode until the 



player misses a volley on the last ball served. The 
game then reverts back to the attract mode, unless 
one or both "start" push buttons are lighted. 

3.3.2 ATTRACT MODE: Figure 3-3 shows a typical 
picture that w/ould appear on the TV screen after 
completion of a play sequence in the play mode. 
After initial application of AC power the picture in 
the attract mode may vary somewhat from that 
shown in the figure; refer to paragraph 4.4 in Sec- 
tion IV of this manual for a description of the varia- 
tions. In the attract mode the two player scores re- 
main showing, but neither score will be blinking. 
The pattern of missing bricks (if any) will be the 
same as the pattern that was showing during the last 
moment in the play mode. No sounds are produced 
during the attract mode and neither "start" push 
button will be lighted. 

A comparison of the pictures in Figures 3-2 
and 3-3 will reveal the following differences between 
both modes. Within four seconds after the game re- 
verts to the attract mode, a ball will automatically be 
served and will start moving toward the paddle end 
of the screen, and the number shown in the upper 
right corner of the screen will increase by 1 . How- 
ever, at the end of the screen closest to the player 
controls the single paddle has been replaced by a 
solid line that represents a full "row" of many pad- 
dles. Therefore the ball will always rebound off a 
paddle and change direction; the ball cannot disap- 
pear off the end of the screen. 

In the attract mode, each time the ball hits 
against a brick it will rebound, but bricks will not 
disappear and the score numerals will not change. 
This continuous ball motion serves to attract the at- 
tention of potential players. 




ball 

solid ''row" of paddles 
Figure 3-3 Typical Picture During Attract Mode 

3.3.3 PLAY MODE: The game's circuitry has a 
credit accumulator that can keep track of as many as 
15 game credits. One credit is subtracted from the 
accumulator at the beginning of a one-player game, 
and two credits are subtracted at the beginning of a 
two-player game. Just after initial application of AC 



power the deposit of coins will cause credits to be 
added. A game owner/operator option can be set so 
that deposit of one coin adds one credit, or else so 
that it adds two credits. {The game's options are de- 
scribed in subparagraph 3.3.4.) During the first and 
subsequent play sequences one credit will also be 
added each time a player attains a preset bonus 
score level, provided that a second owner/operator 
option has been set to allow bonus credits. The 
game's two start push buttons are engraved with the 
words "One Player Start" and "Two Player Start," 
respectively. Lamps behind the one-player button 
light up whenever at least one credit is remaining in 
the credit accumulator, and behind the two-player 
button whenever at least two credits are remaining. 

With credit in the credit accumulator, as the 
next step in play mode a player must depress a 
lighted start button. (Depressing a lighted start but- 
ton later during a play sequence while a ball is ap- 
pearing on the screen, or between ball serves, has 
no effect on game operation.) 

The game then responds as follows: 

(a) Credit is subtracted from the credit ac- 
cumulator. 

(b) If no credits are remaining in the credit ac- 
cumulator, both start buttons go dark; if 
only one credit is remaining, just the "Two 
Player Start" button goes dark. 

(c) The picture on the TV screen changes. Spe- 
cifically, the ball disappears, both scores are 
reset to all zeros, a full set of bricks (8 rows 
of 14 bricks each) is restored, a single paddle 
replaces the full "row" of paddles, the 
player up number is reset to "1," the ball 
number is reset to "1," and player 1's score 
begins to blink. 

(d) The serve push buttons light up. (Upright 
cabinet version has only one serve button.) 

(e) The paddle knob is enabled, so that twisting 
it will cause the paddle to move. (On 
cocktail cabinet version only one paddle 
knob will be enabled at a time.) However, 
no sound will be produced yet, and no ball 
appears on the TV screen. 

As the next step a player must now depress a 
lighted serve button. (On the cocktail cabinet ver- 
sion both serve buttons are enabled; therefore only 
the player up should depress the button,) As the re- 
sponse to doing this, within four seconds or sooner 
a ball will appear about midway along the TV screen 
and will slowly move toward the paddle end of the 
picture. This is the slowest of four possible ball 
speeds. 

The ball's initial direction will be random. Al- 
though one component of its direction will always 
be toward the paddle rather than toward the bricks, 
the ball may even hit a sidewall boundary before it 
reaches the paddle end of the picture. The ball is 



never allowed to move in a direction exactly per- 
pendicular to the front surface of the paddle, toward 
the bricks or to any (of the boundaries. As soon as 
the first ball appears, the serve buttons go dark, but' 
the ball number in the upper right corner of the pic- 
ture remains at "1." On subsequent serves, how- 
ever, the number will be increased by 1 each time a 
new ball appears. 

With the ball moving on the TV screen, the 
player must now try to volley, that is, try to manipu- 
late the paddle knob so that the paddle will move to 
a position that intercepts the ball before it escapes 
off the screen. If the player succeeds, the ball will 
rebound off the paddle and move back toward the 
wall of bricks.'The "blip" sound will be produced 
whenever the ball hits the paddle, and the bounce 
sound whenever the ball hits a boundary. 

Whenever the ball now hits a brick, that brick 
will disappear and the ball will rebound. But only 
one brick can disappear at a time; the ball must hit 
the backwall boundary or the paddle before another 
brick can disappear. A "tick" sound is produced to 
represent each point of the brick's score point 
value, as follows: Bricks in the first two rows nearest 
to the paddle are worth 1 point each; bricks in the 
next two rows are worth 3 points each; those in the 
next two rows 5 points each; and those in the two 
rows farthest from the paddle are worth 7 points 
each. Therefore the entire wall of bricks represents a 
total of 448 score points. 

A serve ends right after the player fails to volley; 
the serve buttons light up as soon as the ball has dis- 
appeared off the end of the screen. To continue the 
play sequence a player must again depress the serve 
button. During two-player games the player-up 
number in the upper left corner of the picture 
changes from "1" to "2" after player 1 misses a vol- 
ley, and vice versa. Each player in a two-player game 
receives an equal number of serves. 

The play sequence continues as described 
above until all the balls set up by a third owner/ 
operator option have all been served. If no credit is 
remaining in the credit accumulator at this time, 
then the game reverts back to the attract mode. But 
the game will remain in the play mode if one (or 
both) start buttons are lighted, because this means 
that credit is still remaining in the credit ac- 
cumulator. After the game reverts to attract, it au- 
tomatically "serves" itself a new ball and adds "1" to 
the ball number in the upper right corner of the 
screen. This ball cannot escape, however, because it 
cannot get past the solid row of paddles that appear 
in the picture in the attract mode. 

Besides the slowest ball speed already de- 
scribed, during any one serve three speed-ups are 
possible. The first speed-up occurs upon the 4th hit, 
and a second, faster speed-up occurs on the 12th 



hit. Ball speed changes to a fourth, fastest speed 
immediately after a high-point (either 5-point or 
7-polnt) brick is hit, regardless of what it had been 
beforehand. Ball speed is restored to the slowest 
value at the beginning of each serve. 

When the ball intercepts the paddle it will re- 
bound in any of 4 directions, depending on which 
portion of the paddle was hit (see Figure 3-4). This is 
still the case even after the paddle has been reduced 
to half its normal width. Note that the ball is not al- 
lowed to move in a direction perpendicular to the 
front surface of the paddle, or perpendicular to the 
edge of the paddle. 

If a player is skillful enough to knock away all 
bricks, as soon as the ball subsequently hits either 
the backwall boundary or the paddle a second full 
set of bricks will appear. The player can then earn 
additional score points by knocking away bricks in 
this second set. No extra serves are given however, 
and no additional bricks will be added after this sec- 
ond set. This feature means that the game's highest 
attainable score is limited to 896 points (two walls of 
bricks each worth 448 points). 

After a "breakout" occurs and the ball has en- 
tered the region of the picture between the rear- 
most row of bricks and the backwall boundary, it 
does not interact with any of the score or other nu- 
merals. Instead it merely passes through them with- 
out any effect on its motion, 

BALL DIRECTIONS 




NOTES: 1) Angle of rebound is determined by 
which portion of the paddle that the 
ball hits. The ball's angle of incidence is 
irrelevant. 

2) The angles of rebound become more 
perpendicular as ball speed increases. 

3) The diagram above, with four sections, 
still applies after paddle width has been 
reduced to half the normal value. 



Figure 3-4 Diagram of Ball Rebounds off Paddle 



3.3.4 OWNER/OPERATOR OPTIONS: The 'Break- 
out" game has three options which the owner/ 
operator can adjust at the game site in order to 
structure the play sequence, that is to change some 
of the game rules or the duration of play. A fourth 
option allows the owner/operator to use a single 
type of game printed circuit board In both the up- 
right and cocktail table versions of the game cabinet. 
Paragraph 4.3 in Section IV of this manual gives de- 
tailed instructions for adjusting these options. The 
game also has a speaker volume adjustment (refer to 
paragraph 5.3 in Section V). 

(a) Game Credits Option. This option consists 
of a two-position switch. When In one position, the 
game is structured to add one credit into the credit 
accumulator each time a coin Is deposited and clears 
the coin mechanism. When in the other position, 
two credits are added. 

(b) Bonus Credit Option. This option consists 
of a miniature switch assembly having four switches. 
One combination of switch settings prevents the 
award of any game credits, regardless of the player 
score. The other combinations determine the score 
achievement level that a player must attain so that 
one credit will automatically be added into the credit 
accumulator. 

(c) Number of Ball Serves. This option also con- 
sists of a two-position switch. One position allows a 
maximum of 3 balls to be served to each player per 
play sequence; the other position allows 5 balls. 

(d) Picture Rotation. This option consists of 
another two-position switch; Its position will be de- 
termined by the cabinet version in which the game 
PCB Is installed. When the switch is in the position 
for the upright cabinet, the picture on the TV screen 
will never rotate. When in the other position, for the 
cocktail table cabinet, during a two-player game the 
picture rotates 18(f after each serve is completed 
and the ball disappears off the screen. (After installa- 
tion of the board in a cabinet this switch needs to be 
set only once.) 



3.4 DETAILED TECHNICAL DESCRIPTION 
OF OPERATION 

3.4.1 GENERAL INFORMATION: This subsection 
gives a technical description of the game's elec- 
tronic circuitry. Drawing number 004533 Is a four- 
sheet schematic diagram of the circuitry on the 
printed circuit board, and drawing number A004533 
is the PCB assembly drawing showing the locations 
of the components called out on the schematic. The 
position of each integrated circuit device is iden- 
tified by a column letter designation (A through N), 
and by a row number designation (1 through 9). 
Drawing number 004847 is a schematic of the har- 
ness wiring inside the game cabinet. These drawings 



and a schematic diagram of the TV monitor's cir- 
cuitry are included In Section VI! of this manual. 

On the PCB schematic the symbol P (appearing 
at various inputs to logic gates and other Integrated 
circuits) indicates a connection to +5 volts through a 
pull-up resistor. 

In the subparagraphs that follow, the portions 
of the circuitry being described can be located on 
the PCB schematic by finding the intersection of the 
zone letters (A, B, C or D) and the zone numbers (1 
through 8). For example, the designation Sheet 1, 
Zone A 8 refers to the extreme lower left corner of 
sheet 1 of the schematic. 

3.4.2 CLOCK GENERATOR (SHEET 1, ZONES 7 & 

8): The output of a 14-MHz crystal-controlled oscil- 
lator drives counter F1, which produces the signal 
CkSCO at Its A output and CKBH at Its B output. 
After gating the signal CLOCK is produced at HI pin 
11. These three timing signals provide the basic 
clock synchronization for the game circuitry. 

3.4.3 SYNC COUNTDOWN CHAINS (SHEET 1, 

ZONES D 4 THROUGH 6): Counters LI and K1 form 
the horizontal countdown chain, and Ml and N1 
form the vertical countdown chain. They count 
down the CLOCK signal's frequency to produce the 
timing for the H SYNC and V SYNC signals. This tim- 
Ing forms the basis for the horizontal and vertical 
synchronization information sent to the TV monitoi 
on the composite video signal. 

3.4.4 PICTURE ROTATION LOGIC (SHEET 4, 
ZONES D 6 THROUGH 8): When structuring switch 
S2 is In the "normal" position (meaning that the 
board Is installed in an upright cabinet), the PLAYER 
2 CONDITIONAL signal Is always low. But when 
switch S2 Is In the "C/C" (cocktail cabinet) position 
the signal will go high only during a two-player game 
when player 2 is up. (The PLAYER 2 CONDITIONAL 
signal is produced at Gate H1 pin 3, as shown In 
Zone B3 on Sheet 2.) With the signal low (board in 
upright cabinet) the Excluslve-OR Gates M3, N3, L2 
and K2 merely act as non-Inverting logic stages and 
the timing of the IV' through 128V' and 1H' through 
128H' signals Is not effected. But with the signal 
high, the Excluslve-OR Gates invert the timing sig- 
nals coming from the sync countdown chains, and 
this Inversion produces a 180^ rotation of the picture 
on the TV screen. 

3.4.5 POWER SUPPLY (SHEET 4 ZONE C 7): The 

connections from a 16.5 VAC tap on the power trans- 
former provide the AC input for a full-wave rectifier 
power supply circuit based upon a type-LM323 
amplifier. The +5 volts produced by the supply Is 
used as the Vcc for the logic and other circuitry. The ' 
+ V UNREC connects to the type-LM380 amplifier In 
the audio output drive stage (see Zone C 1 on sheet 
2). 



3.4.6 COIN RECOGNITION (SHEET 3, ZONES D 5 
THROUGH 7): In each coin mechanism a coin switch 
is activated each time a coin passes through the 
mechanism and on into the cash box. The inverter 
latches "debounce" the signals produced at the 
switch contacts; the CSW1 and CSW2 signals cause 
the coin counter, an electromechanical counter in- 
side the coin mechanism assembly, to advance by 
one count each time a coin is deposited into the 
game. Th e fli p-flop sta ges F8 and F9 produce the 
COIN#1 and COIN#2 signals that set the Q latch 
when a coin is deposited. The remaining portion of 
the circuit discriminates between one or two credits 
per coin, as determined by the position set on 
Switch S3. The COIN signal produced at L9 pin 6 is 
connected to the credit accumulator; each pulse 
causes the accumulator to add one count. Flip-flop 
H8 will test the COIN#1 and COIN#2 signals for a 
valid width. 

3.4.7 Q LATCH AND ANTENNA (SHEET 3, D 4): 

Transistors Q1 and Q3 form a discrete component 
latch. Note that they are complementary — Q1 is PNP 
and Q3 is NPN. The two stable states of this latch 
are: 

(a) Latch reset, with neither transistor conduct- 
ing (meaning that the game is in the attract 
mode) 

(b) Latch set, with both transistors conducting 
(meaning that the game is in the play 
mode). 

This latch is made to power on in its reset state. The 
first coin deposited into the game after initial appli- 
cation of power will set the latch, enabling credit 
and the start of the play sequence. This latch is nor- 
mally reset after the player misses a volley on the last 
ball served, provided that no credits are remaining 
in the credit accumulator at that time. However the 
latch can also be reset if transistor Q2 goes into con- 
duction. This should be the case only if a static spark 
occurs near the game and is received by the antenna 
that connects to the base of Q2. 

3.4.8 START RECOGNITION (SHEET 3, ZONES C5 
THROUGH 8): The start push button switches con- 
nect to flip-flop E8, but the flip-flop cannot recog- 
nize a player's depressing a button unless the game 
is in the attract mode. Also, depression of the "Two 
Player Start" is not recognized unless at least two 
credits are remaining in the credit accumulator. 
Latch F7 remembers which start push button had 
been depressed. The attract flip-flop E6 will remain 
in the "set" condition until it is reset at the end of 
the game sequence (the signal EGL and the signal 
Q). 

3.4.9 FREE GAME SELECTOR (SHEET 3, ZONES A & 
B 5 THROUGH 8): This circuit compares the most 
significant bits in each player's score register with 
the settings selected on switch SI. The j8 latches are 
each set if the player attains the bonus score level, 



but this can only happen once per play sequence. 
Also a pulse is produced by the BONUS COIN signal 
after each latch is set. Each pulse will cause the 
credit accumulator to advance by one count. The 
BONUS COIN signal also triggers Multivibrator N8, 
so that the FREE GAME TONE signal will cause the 
speaker to produce the buzzing sound. 

3.4.1 CREDIT ACCUMULATOR AND START LAMP 
DRIVERS (SHEET 3, ZONES A & B 2 THROUGH 5): 

The binary up/down counter L8 serves as the credit 
accumulator. The tie-back connection between pins 
12 and 11 prevents the counter from advancing past a 
count of 15. The counter's outputs are decoded to 
produce the 2 CREDIT and 1 OR 2 CREDIT signals 
which are used to turn on the gates of the silicon 
controlled rectifiers Q4 and Q5, and elsewhere in 
the circuitry. When conducting, each SCR provides 
the filament current for the lamps behind a start 
switch. The credit accumulator is decremented by 
the 1 CR START and 2 CR START signals produced 
when a player depresses a lighted start push button. 

3.4.1 1 BRICK DISPLAY (SHEET 1 , ZONE D 7): The 

memory capacity of the RAM device in location L3 is 
divided in half so that the brick pattern for each 
player is stored independently. At the very start of a 
play sequence a full brick pattern is restored for 
each player by the SET BRICKS signal. As play pro- 
gresses, the time coincidence of the BRICK HIT sig- 
nal with the 4H through 16H and 16V through 128V 
timing signals will determine which bricks are elimi- 
nated from each player's brick pattern. The output 
signal from this circuit, BRICK DISPLAY, is combined 
in the playfield generation circuit with the other sig- 
nals for the stationary objects in the TV picture. 

3.4.12 PLAYFIELD GENERATOR AND VIDEO 
SUMMING (SHEET ^, ZONES C 5 AND D 3 AND 4): 

The sidewall and backwall boundaries are derived 
from the timing signals produced in the sync 
countdown chain, and are then combined with the 
BRICK DISPLAY signal to produce the PLAYFIELD 
signal at Gate H4 pin 3. The composite video signal 
to the TV monitor is produced at the summing point 
formed by the junction of resistors R41, R42, R43, 
R51, R52 and CR6. The horizontal and vertical TV 
synchronization information is coupled through 
CR6, the ball through R43, and the paddle through 
R41. 

3.4.13 POINTS COUNTER (SHEET 2, ZONE C 5): 

Counter N9 is forced to parallel-load information 
when the BRICK HIT signal triggers multivibrator N8. 
The counter then counts down to zero at a rate set 
by the SCLOCK signal. The pulses produced at N7 
pin 11 are used to drive the brick sound generator 
circuit, so that a distinct audible "tick" sound will be 
produced for each point value of the brick right after 
it has been hit by the ball. After gating in N7, the 
COUNT 2 signal is produced that drives the score 
register for player 2, and also the COUNT 1 signal for 
player 1's score register. 



10 



3.4.14 PLAYER SCORE REGISTERS (SHEET 2, 
ZONES D 6 THROUGH 8): The BCD counters N6, M6 
and L6 form a score register for player 2, and H6, J6 
and K6 form one for player 1 . Both registers are reset 
to all zeros at the beginning of each play sequence. 
Pulses of the COUNT 1 signal increment the player 1 
register and those of the COUNT 2 signal increment 
the player 2. register. 

3.4.1 5 EMPTY WALL DETECTOR (SHEET 2, ZONES 

D 4 & 5): The signals Ki, d and Di are produced in 
the player 1 score register, and the signals Ka , G2 and 
D2 are produced in the player 2 score register. After 
a player has knocked away a// the bricks flip-flop F4 
is set as soon as the ball hits either the paddle or the 
backwall boundary. This can happen only once per 
play sequence; the flip-flop is reset only at the be- 
ginning of a play sequence. For player 1 the FPDi 
signal will cause the RAM in location L3 to restore a 
full set of bricks for player 1 only. The FPD^ signal 
will do this for player 2. 

3.4.16 SERVE WAIT (SHEET 1, ZONES A 1 
THROUGH 3): After the ball disappears off the end 
of the screen flip-flop A3 is set via A3 pin 10, and the 
SERVE WAIT signal goes high. Also the LED inside 
the serve push button lights up. Now, no new ball 
can appear on the screen until a p layer depresses 
the serve button, thus forcing the SERVE signal to 
low. The circuit is disabled during the attract mode. 

3.4.17 BALL SERVES COUNTER (SHEET 1, ZONES 
B, C 1 & 2): During a two-player game a pulse is 
produced at gate D2 pin 8, PLAY CP, after the SERVE 
WAIT signal (applied at pin 3 of flip-flop A5) goes 
high. During a one-player game two pulses in quick 
succession are produced. These PLAY CP pulses 
increment binary counter B4, the ball serves 
counter. The state of the counter's pin 14 least signif- 
icant bit output, the signal PLAYER 2, tells which 
player is up. When pin 14 is low it means that player 
1 is up, and when it is high player 2 is up. 

The counter's other three outputs, BALL # A, 
BALL # B, and BALL # C, are decoded to produce the 
EGL (End of Game Level) signal. The position 
selected on Switch S4 will determine whether EGL 
goes high after 3 ball serves or after 5. 

3.4.18 BALL MOTION COUNTERS (SHEET 1, 
ZONES B & C 6, 7, 8): Counters C7 and C8 form an 
X-direction ball motion counter, and B7 and B8 form 
a Y-direction ball motion counter. The X direction is 
defined as along the long dimension of the picture, 
and the Y direction as along the short dimension. 
Both counters are driven by the CLOCK signal, but 
they operate independently from the counters in the 
sync countdown chain. On the motion counters the 
number of clock pulses required to reach terminal 
count is dependent upon what parallel data has 
been preset into the counters. The parallel data for 
counter C7 is the signals CXO, CXI and X2; for 



counter B7 they are Yq, Yi and Y2. These signals are 
produced in the ball motion controls circuit. The 
counters reach terminal count once per picture 
frame. The ball motion is accomplished by changing 
the time when the counters begin counting. The ball 
speed is accomplished by changing the number of 
equivalent counts in the preset parallel data. The 
signals BRICK SOUND, VB HIT SOUND and P HIT 
SOUND are tapped off the counters as convenient 
waveforms for use in producing the tick, bounce 
and blip sounds. Outputs from the ball motion 
counters are decoded to produce the BALL signal. 

3.4.19 BALL HIT AND MOTION CONTROLS 
(SHEET 1, ZONES A, B, C 3 THROUGH 7): Data is 
clocked into flip-flop E6 to produce a B RICK H IT sig- 
nal each time the ball hits a brick. The BP HIT signal 
isproduced when the ball hits the paddle; the BTB 
Fm is produced when t he ball hits the backwall 
boundary; and the VB HIT is produced when the ball 
hits either sidewall boundary. Latch F7 is set when 
the ball hits a brick, but is not reset until the ball hits 
either the paddle or the backwall boundary. This 
action of the latch insures that only one brick hit is 
recognized at a time. 

The state of flip-flop D5 (pins 5 and 6) deter- 
mines whether the ball will move toward the 
backwall or toward the paddle end of the screen. 
The states of flip-flops A6 pin 8 and A6 pin 6 affect 
the angle of rebound when the ball strikes an object. 
Counter B5 is the volleys counter. Its outputs are 
decoded so that ball motion will be speeded up after 
4 successive volleys during any one serve, and 
speeded up still more after 12 successive volleys. 

Flip-flop D5 pin 9 detects when either a 5-point 
or a 7-point brick has been hit during any one volley. 
The flip-flop's output signal SU causes counter B5 to 
parallel-load all I's, and the ball speed will then be 
immediately increased to its fastest value. 

3.4.20 BRICK HIT SOUND GENERATOR (SHEET 2, 
ZONES C & D 1 THROUGH 3): The rate at which the 
SCLOCK signal increments the game's points 
counter N9 (subparagraph 3.4.13) is much too high 
for use in producing audible tick sounds directly. 
For this reason the COUNT signal is applied to a 
brick sound generator circuit in order to produce a 
slower rate signal. 

Up/down counter F6 is preset to all 1's at the 
start of a play sequence. The brick hit point count 
pulses of the COUNT signal increment the counter 
F6 at a very high rate and also set latch F7. The signal 
produced at J9 pin 12, by gating the latch output with 
V SYNC and multivibrator A7's output, then decre- 
ments counter F6 back down at a very slow rate. This 
same signal also triggers multivibrator A8 at pin 11. 

With this arrangement multivibrator A8 pro- 
duces an output each time counter F6 is dec- 



• 11 



remented. These outputs cease after counter F6 un- 
derflows, because the counter's borrow output will 
then reset latch F7. 

3.4.21 PADDLE PLAYER CONTROLS AND PADDLE 
GENERATOR (SHEET 2, ZONES A & B 1 THROUGH 4): 

Each player's paddle knob is attached to the shaft of 
a potentiometer connected to +5 volts. The poten- 
tiometer wiper arms connect to a type-4016 CMOS 
quad bilateral switch. During a two-player game on 
the cocktail table version of the game the PLAYER 2 
CONDITIONAL' signal (and its complement at E9 pin 
8) controls the analog switches so that either the 
connection between D9 pins 10 and 11 is closed and 
that between pins 8 and 9 is open, or vice versa, de- 
pending on which player is up. The upright cabinet 
version has only one paddle knob, and so D9 pins 11 
and 10 are closed all the time. 

The paddle potentiometers form part of the RC 
network that determines the charging time of a 2.2 
microfarad capacitor in the input circuit of timer C9. 
The duration of the timer's output signal will deter- 
mine how far the paddle will appear from the 
sidewall boundary. 

During a serve when the ball hits the backwall 
boundary, mea ning that a breakout has occurred on 
that serve, the BTB HIT signal clocks into flip-flop F5 
and counter D4 is incremented. When this happens 
the paddle size is reduced to one half its normal 
width. The PAD signal is produced at K3 pin 8 after 
gating with the paddle window timing signals from 
the horizontal sync countdown chain. 

3.4.22 NUMERALS DISPLAY GENERATOR (SHEET 
2, ZONES A & B 3 THROUGH 8): The type-9312 one- 
of-eight data selector/multiplexers N5, M5, L5 and K5 
receive player score data (separately for each 
player), ball serve number data (BALL # A, BALL#B, 
and BALL#C), and player number data. All multi- 



plexers are strobed by the same timing signals from 
the sync countdown chain. The type-7448 device in 
J5 changes the BCD format multiplexer outputs into 
the 7-segment numerical format displayed on the TV 
screen. The multiplexers H5 and J5 then separate the 
7-segment data into horizontal and vertical compo- 
nents, respectively, so that the data appears serially 
at H4 pin 11. 

The gating configuration shown in Zone A5 
generates the timing window that determines where 
the numerals will appear on the screen. The SFL 
(score flash) signal produced by the type-555 device 
in location B2 causes the player up's s core to blink 
during a play sequence. The resulting SCI signal is 
clocked through flip-flop D3, which acts an inverter, 
to produce the SCORE signal. 

3.4.23 SOUND SUMMING AND AUDIO OUT 
DRIVER (SHEET 2, ZONES C & D 1 THROUGH 3): The 

junction of resistors R36 through R38 forms a sum- 
ming point for the signals that contribute to the 
game's sounds. R36 couples the signal produced by 
gating P HIT SOUND (from the ball motion coun- 
ters) with the pin 6 output of multivibrator AS. This 
multivibrator is triggered each time the ball hits the 
paddle. In a similar fashion, R38 couples the signal 
produced by gating multivibrator A8's pin 10 output 
with BRICK SOUND. This multivibrator is triggered 
once each time counter F6 is decremented, so that a 
separate tick sound is heard for every point value 
when the ball hits a brick. R37 couples the signal 
produced by gating multivibrator A7 with VB HIT 
SOUND so that the bounce sound is heard when the 
ball hits the backwall or either sidewall boundary. 

Potentiometer R50 couples the sound summing 
point to the output drive stage formed by the type- 
LM380 amplifier circuit. This potentiometer provides 
the manual speaker volume adjustment described in 
paragraph 5.3 of Section V of this manual. 



lY INSTALLATION INSTRUCTIONS 



13 



4.1 UNPACKING INSTRUCTIONS 

4.1.1 EXAMINATION FOR SHIPPING DAMAGE: 

Before shipment from the factory, components and 
sub-assemblies of each game are carefully checked 
for proper operation. However, during shipment 
some adjustments may have changed or parts may 
have been damaged. Upon initial removal of the 
game from the shipping container, first examine the 
exterior of the cabinet. Then open the rear (or side) 
access panel and also examine the interior. Any 
shipping damage such as a dented, cracked or bro- 
ken cabinet, sub-assemblies broken loose, etc., 
should be reported Immediately to the shipper and 
to Atari, Inc. 

4.1 .2 MECHANICAL INSPECTION: After determin- 
ing that the game has been received in good condi- 
tion, carefully inspect the interior parts and verify 
the following: 

(a) All slip-on and plug-in connectors are firmly 
seated (particularly the PCB edge connector) 

(b) The fuses are all seated in their holders 

(c) No loose foreign objects are present (espe- 
cially metal objects which could cause elec- 
trical short circuits) 

(d) No harness wires have become discon- 
nected or pulled loose. 

Be sure all major assemblies have been checked: 
game PCB, the transformer and other components 
on the electronics tray assembly, the two coin 
mechanisms, the speakers (only one on upright 
cabinet version), the player controls and start push 
button switches, and the TV monitor chassis. 

Do not go on to the remaining paragraphs in 
this section until the above mechanical inspection 
has been thoroughly performed. 



4.2 ENERGIZING THE GAME 

4.2.1 APPLICATION OF AC POWER: Close and 
lock the access panel, making sure that it is com- 
pletely shut at the bottom, and remove the key from 
the lock. On the cocktail table cabinet version also 
make sure that the table top is fully folded down into 
its normal, horizontal position and that the coin 
mechanism access door is fully closed. Then plug 
the power cord into an AC outlet providing the AC 
power listed in the Specifications (Section II of this 
manual). The wall outlet must accept a three-prong 
plug and the receptacle must be connected to a 
good earth ground. 

After the power cord has been plugged in, the 
proper response from the game is that a picture ap- 
pears on the TV screen. 

If there is no response at all from the game, un- 
plug the power cord and check the AC wall outlet. A 
simple, safe way to check for presence of AC power 



at the wall outlet is to plug in an appliance known to 
be working properly — such as a table lamp, radio, or 
an electric clock. If the wall outlet passes the check, 
then presume that the trouble is with the game and 
refer to Section VI of this manual. 

CAUTION: No troubleshooting steps 
should be attempted inside the cabinet by 
anyone not familiar with safety measures 
and repair procedures on electrical 
equipment. 

Do not go on to the remaining paragraphs in this 
section until the proper response described above 
has been observed. 

4.2.2 CHECK ON OPERATION OF INTERLOCK 
SWITCHES: The interlock switches are safety 
switches mounted inside the game cabinet. The up- 
right cabinet has one switch near the bottom edge of 
the rear access panel. At the factory this switch is 
mechanically adjusted so that it will automatically 
transfer to its "off" position (switch contacts 
"open") whenever the panel is opened. When the 
interlock switch is in its "off" position, the AC 
power leading to the game's power supply is inter- 
rupted. When the panel is closed, the interrupt 
switch is adjusted to be in the "on" position (switch 
contacts "closed") and AC power is allowed to reach 
the game's power supply, meaning that the game 
can operate. 

The cocktail table cabinet has three interlock 
switches, one near the bottom edge of the side ac- 
cess panel, one just beneath the folding table top on 
the side farthest from the hinges, and one on the 
coin mechanism assembly near the hinge of the ac- 
cess door. At the factory these switches are mechan- 
ically adjusted to transfer to "off" if the side panel is 
opened, if the table top is lifted, and if the coin 
mechanism access door is opened, respectively. 
When even one of these switches is in the "off" pos- 
ition, the AC power is interrupted. 

After application of AC power per paragraph 
4.2.1 above, correct operation of the access panel 
interlock switch on both cabinet versions can be 
checked as follows: unlock and slowly open the 
panel. The correct response is that by the time the 
edge of the panel has moved about 2 to 3 inches 
away from the cabinet the TV screen should go dark, 
verifying that the interlock switch has automatically 
transferred to "off." While opening the panel do not 
insert fingers inside the cabinet and do not allow 
foreign objects to fall inside. If the TV screen con- 
tinues to be lighted up even after the panel has been 
opened, immediately close and lock it and unplug 
the power cord from the wall outlet. Then refer to 
Section VI of this manual to replace and/or adjust 
the interlock switch. 

On the cocktail table cabinet the other two 
interlock switches must also be checked, one at a 



14 



time, after application of AC power. To check the 
switch near the coin mechanism assembly unlock 
the coin mechanism access door and swing the door 
all the way open. The correct response is that the TV 
screen should go dark before the door has reached 
its fully open position. Next close and lock the door. 
Doing this should restore AC power and the picture 
will reappear on the TV screen. To check the switch 
beneath the table top again unlock and open the 
coin mechanism access door. 

After the door is opened and after the screen 
has gone dark, reach inside the cabinet and pull 
down on the spring-loaded chain that connects to 
the table top lock bolts holding the table top in 
place. While still pulling down on the chain, use the 
other hand to raise the table top up by about 3 or 4 
inches. Now keep holding up the table top but with 
the other hand release the chain, pull the hand out, 
and close and lock the coin mechanism access door. 
The TV screen should now remain dark, even 
though the access panel is in place and the coin 
door is closed. Then lower the table top and push it 
fully down so that both spring-loaded lock bolts can 
be heard snapping into place. The correct response 
is that a picture will appear on the TV screen only 
when the table top is fully locked into place. 

Do not go on to the remaining paragraphs in 
this section until the operation of ail interlock 
switches has been checked and found to be correct. 



4.3 GAME STRUCTURING 

Before putting the game into operation at the 
game site, the game structuring should be defined 
by the owner/operator. The term "game structur- 
ing" refers to the game rules and the duration of the 
play sequence. Paragraph 3.3.4 of Section III in this 
manual covers the owner/operator options featured 
in this game and describes how they affect the game 
structuring. 

In the "Breakout" game all structuring is ac- 
complished by selecting positions on various 
switches mounted on the game printed circuit 
board. To do this the board has to be removed from 
its metal enclosure and then the switch positions 
have to be adjusted by hand. 

Before performing any adjustment, the game 
should be de-energized or not operating. Further, it 
is also recommended that the power cord be un- 
plugged beforehand. 

Unlock and open the rear panel access door; 
doing this should cause the interlock switch to de- 
energize the game, as described in paragraph 4.2.2. 
If the switch fails to de-energize the game, im- 
mediately close and lock the door, unplug the 
power cord, and refer to Section VI of this manual to 
adjust and/or replace the switch. 



While being careful to avoid touching any parts 
of the body against the TV chassis components or 
other wiring connections inside the cabinet, find the 
metal enclosure that houses the game PCS. Then 
unplug the edge connector to the RF board on the 
front of the enclosure, carefully noting how the 
connector plugs in. (It must be reconnected in 
exactly the same way after the switch positions have 
been changed.) Next remove the screws holding the 
RF board onto the enclosure and unplug the RF 
board from the game PCB. Now the game PCB has 
been freed so that it can be slid out of the enclosure 
far enough to allow access to the switches. Examine 
the surface of the board and identify the switches 
shown in Figure 4-1. (Their exact locations are 
shown on the PCB assembly drawing, drawing 
number A004533 in Section VII of this manual, with 
designations SI through S4; the volume adjustment 
potentiometer is designated R50.) Figure 4-1 also 
shows the letters and numerals engraved on the sur- 
face of the board alongside each switch, 

(a) Game Credits Switch. Slide the stud on top 
of the switch body all the way towards "1/P" to struc- 
ture the game for 1 credit/coin, and towards "2/P" 
for 2 credits/coin. 

(b) Bonus Credit Switch Assembly. Each of the 
four two-position switches can be independently set 
to either an "on" or "off" position. Table 4-1 shows 
the correct setting of each switch to structure the 
game so that no bonus credits will be given, and 
other settings to allow one bonus credit upon 
achievement of a given score level. A setting for 
either 200 or 300 points is recommended. 

(c) Number of Ball Serves Switch. Slide the stud 
all the way towards "38" to structure the game for 3 
ball serves per player, and towards "58" for 5 ball 
serves. 

(d) Picture Rotation Switch. Slide the stud to- 
wards "NORM" when the board is installed in an 
upright cabinet, and towards "C/C" when in a 
cocktail table cabinet. 

After the desired structuring has been set up, 
slide the game PCB back into its enclosure and plug 
the RF board back on to the game PCB. Replace the 
RF board on the front of the enclosure and secure it 
in place. Then replug the edge connector back onto 
the RF board, making sure that it is reconnected in 
the way originally found. 

After performing these adjustments, close and 
lock the side panel, and energize the game. 



4.4 FUNCTIONAL CHECK OF GAME OP- 
ERATION 

The following procedure provides a simple 



15 



Heat Sink 




Speaker 
Volume 
Potentiometer 



■ louder 









oz 




g 


> 


Oi^ 






Gd 


■IKJ 






n 


("■^ 


T~- 




o 


r^ -1^ 



Picture Rotation Switcli 



Bonus Credit Switch Assembly 



Number of Balls Served Switch 



NOTE: 



Component side of board shown; not 
drawn to scale. 



FIGURE 4-1 : Approximate Locations of Game 
Structuring Switches and Speaker 
Volume Adjustment 

check that can be quickly performed at the game site 
and that does not require external test equipment. If 
at any polntduring this procedure the game's re- 
sponse is found to be other than that called for here- 
in, assume the game is not operating correctly and 
refer to Section VI of this manual. If responses are as 
described here then assume that major parts of the 
game are operating correctly. First perform the ad- 
justments described in paragraph 4.3, Game Struc- 
turing, and then energize the game (paragraph 4.2). 
Just after application of power a picture should ap- 
pear on the TV screen and the game should be 
operating in the attract mode as per subparagraph 
3.3.2. 



4.4.1 CHECK OF ATTRACT MODE: No sounds 
should be produced during the attract mode. The 
picture should resemble the one shown in Figure 
3-3, with the ball continually moving about within 
the boundaries. Occasionally upon initial applica- 
tion of power, certain variations in the picture may 
be noted. More rarely the variations may occur later, 
after one or more play sequences, if either static 
charge on the antenna or severe noise spikes on the 



Switch Settings 


GAME STRUCTURING 


"1" 


"1" 


uy. 


"4" 


(A) 


(B) 


(C) 


(D) 




off 


off 


off 


off 


No Bonus Credit Given 

One Bonus Credit for 
achievement of: 


on 


off 


off 


off 


100 point score 


off 


on 


off 


off 


200 point score 


on 


on 


off 


off 


300 point score 


off 


off 


on 


off 


400 point score 


on 


off 


on 


off 


500 point score 


off 


on 


on 


off 


600 point score 


on 


on 


on 


off 


700 point score 


off 


off 


off 


on 


800 point score 



NOTE: Do not use switch settings other than those 
shown above because it is impossible for a 
player to attain a score level of 900 points or 
higher. 

Table 4-1 Settings on Bonus Credit Switch 

AC power line reset the game's credit circuitry. 

An example of a picture variation is that one or 
more numeral positions in a score display may be 
entirely blank, or some random, unattainable score 
may be showing. Variations in the brick pattern can 
range from no bricks at all to a full set. Variations in 
ball motion can include a case where the ball passes 
through the entire brick wall without any interaction 
with individual bricks, and a case where the ball is 
"trapped" in the region behind the brick wall. These 
kinds of picture variations do not mean that the 
game is operating incorrectly. A more normal attract 
mode picture will appear on the screen after the 
conclusion of at least one subsequent play sequence 
in play mode. 

During the attract mode all player controls 
should be disabled and all the backlighted push but- 
tons should be dark. (At the very beginning of attract 
just after a play sequence has ended, serve push 
buttons will light up momentarily but within four 
seconds will go dark and remain dark when the 
game has automatically served itself a ball.) 

4.4.2 CHECK OF PLAY MODE: After correct game 
operation in the attract mode has been verified, de- 
posit a coin in one of the coin mechanisms. As soon 
as the coin has been accepted, the game should re- 
spond as follows: If structured for 1 credit/coin the 
"One Player Start" button should light up and the 



16 



''Two Player Start" should remain dark. If structured 
for 2 credits/coin both start buttons should light up. 
The picture should remain the same as it was before 
the coin was deposited, and still no sounds should 
be produced. 

Depress the "One Player Start." If "Two Player 
Start" had been dark then the "One Player Start" 
should also go dark. If "Two Player Start" had been 
lighted previously, it should now go dark but "One 
Player Start" should remain lighted. The other re- 
sponses, changes in the picture and enabling of the 
player controls, should be as described in (c), (d), 
and (e) of subparagraph 3.3.3. However, no sound 
should be produced yet and no ball should appear 
on the TV screen. 

Depress the lighted serve button. The response 
to doing this should be as described In subpara- 
graph 3.3.3. After that ball has disappeared off the 
edge of the screen the "SERVE" should light up 



again. For the remainder of the play sequence exer- 
cise the player controls to verify correct operation of 
the various game features (sounds, ball motion, 
scoring, bonus credits, etc.). Confirm that the play 
sequence ends after the last ball served has gone off 
the edge of the screen. 

For the final part of the check set up and play a 
two-player game sequence. Deposit a coin in the 
other coin mechanism. (If the game is structured for 
1 credit/coin, two coins must be deposited). Then 
depress the lighted "Two Player Start" button. A 
two-player game should now commence as soon as 
the lighted serve button is depressed. In the cocktail 
cabinet version the two sets of player controls 
should be enabled, one set at a time, alternately 
after each ball serve. Also the picture should rotate 
by 180° in a two-player game. 

The check is completed after correct operation 
in a two-player game has been verified. 



Y MAINTENANCE AND ADJUSTMENTS 



17 



5.1 ROUTINE MAINTENANCE 

Due to its solid-state electronic circuitry, this 
Atari game should require very little maintenance 
and only occasional adjustment. 

5.1 .1 CLEANING: Came cabinets and glass may be 
cleaned with any non-abrasive household cleaner. If 
desired, special coin machine cleaners which leave 
no residue can be obtained from distributors. 

5.1.2 LUBRICATION: About once every three 
months lightly spray the rejector linkage portion of 
the coin acceptor inside each coin mechanism. Use 
WD-4CI^ or similar lubricant, and avoid spraying the 
entire coin acceptor. Potentiometer shafts must 
never be lubricated in any way. 

5.2 ADJUSTMENTS ON TV MONITOR 

The TV monitor need be adjusted on/y when the 
picture is distorted, or if the contrast or brightness 
seem out of adjustment. 

NOTE: The TV monitor is accessible only 
from inside the game cabinet and these 
adjustments have to be done while the 
game is energized. Therefore only per- 
sons familiar with safety measures and re- 
pair procedures on electrical equipment 
should perform them. 

The monitor's adjustments function like those 
of a conventional commercial television set, except 
that the volume adjustment has no effect. Instead 
the game produces its sound in a speaker separate 
from the TV monitor. Figure 5-1 shows the location 
of the adjustments on the rear of the chassis. When 
making the adjustments follow these general 
guidelines: 

BRITE (Brightness) — Perform this adjustment before 
the contrast. Adjust so that the white lines 
covering the screen just barely disappear, 
when the brightness is turned up. 

CONT (Contrast) — Adjust so that the images are as 
bright as possible against the dark 
background without being blurred. 

HORIZ HOLD (Horizontal Hold)— Adjust if the pic- 
ture is slightly off-center horizontally, if the 
images appear warped, or if the picture is 
broken up into a series of diagonal lines. Ad- 
just for a stable, centered picture. 

VERT HOLD (Vertical Hold)— This needs adjustment 
only if the picture appears to be rolling up or 
down the screen. Adjust for a stable, cen- 
tered picture. 



5.3 ADJUSTMENT OF SPEAKER VOLUME 

The speaker electronic drive circuit is provided 
with a potentiometer that controls the volume of 
sounds produced during play. This potentiometer is 
mounted on a printed circuit board inside the game 
cabinet and it can be manually adjusted to give the 
volume level desired. The following procedure tells 
how to make this adjustment. 

For a game in the upright cabinet unlock and 
remove the access panel at the rear of the cabinet. 
On the cocktail table cabinet the access panel is on 
the side of the table base opposite from the coin 
mechanisms. Removing the access panel should 
cause the interlock switch to de-energize the game, 
as described in subparagraph 4.2.2. If the switch fails 
to de-energize the game, immediatlely replace and 
lock the panel, unplug the power cord, and refer to 
Section VI of this manual to adjust and/or replace 
the switch. 

While being careful to avoid touching any parts 
of the body against the TV chassis components or 
other wiring connections inside the cabinet, find the 
metal enclosure that houses the game PCB. Unplug 
the edge connector that connects the wire harness 
to the RF board mounted on the front of the metal 
enclosure. Note how this connector plugs in; it 
must be reconnected in exactly the same way after 
the volume adjustment has been made. Next re- 
move the screws that hold the RF board onto the 
front of the metal enclosure, and then unplug the RF 
board from the game PCB. The game PCB is now 
free to move out of the enclosure. 

Slide the PCB on its guides until it is partway out 
and the volume adjustment potentiometer is ac- 
cessible. Figure 4-1 shows its approximate location. 
(Its exact location is shown as R50 on drawing 
number A004533 in Section VII of this manual.) To 
increase speaker volume, move the stud on top of 
the potentiometer body in the direction shown by 
the arrow In Figure 4-1. To decrease speaker vol- 
ume, move the stud in the opposite direction. 

After making the adjustment, push the game 
PCB all the way back into the enclosure, replug the 
RF board onto the game PCB, and then secure it in 
place on the front of the enclosure. Next replug the 
wire harness edge connector back onto the RF 
board, making sure that it is reconnected in the way 
originally found. Then replace the cabinet panel and 
energize the game. 



18 




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Figure 5-1 Location of Adjustments on TV Chassis 



Vl.TROUBLESHOOTING AND REPAIR 



6.1 GENERAL PROCEDURE 

NOTE: This section describes trouble- 
shooting procedures in detail sufficient 
for a person with moderate technical abil- 
ity to understand. However, for those in- 
terested in gaining more information on 
video game technology, especially the 
electronics, we recommend reading the 
Video Game Operator's Handbook, manual 
no. TM-043. This book is available from 
Atari, Inc., attn. Customer Service Dept., 
2175 Martin Avenue, Santa Clara, CA 95050 
for $5.00 each, or from your distributor. 

6.1.1 IDENTIFYING THE TROUBLE AREA: The 

first troubleshooting step should be to note all 
observable trouble symptoms. Examples of 
symptoms are: depositing a coin produces no game 
response, no sound coming out of the speaker at 
any time, no picture on the TV screen. At the same 
time also note the game features that still work. A 
systematic way of checking game operation is to per- 
form the functional check given in Section IV of this 
manual. Carefully train your eye to pick up all clues; 
by doing this an experienced troubleshooter can 
often spot the cause of a trouble even before he 
opens the cabinet. 

Keeping these observations in mind, use the 
understanding of game operation gained from the 
theory of operation (Section II!) and the schematic 
drawings (Section VII). Next narrow down the sus- 
pected cause of the trouble to a specific area or 
areas of the game: the coin mechanism, TV monitor, 
harness and front panel components (switches, 
lamps, speaker), electronics tray, printed circuit 
boards and power cord. Be careful not to overlook 
possible trouble areas that may seem too obvious: a 
power cord plug that has worked loose from the wall 
outlet and is no longer fully seated in the receptacle, 
or a rear panel access door that is not fully closed 
(thus causing the interrupt switch to block the AC 
power path to the game). 

6.1 .2 LOCATING THE TROUBLE CAUSE: Once a 
problem has been narrowed down to one or more 
areas, the next step is to perform various tests and 
measuresments to isolate a specific cause of the 
trouble. Remember that sometimes a very compli- 
cated problem, such as erratic game operation, can 
be traced to a simple cause — the printed circuit 
board not being fully seated in its edge connector. 
Start with the most suspect area and trace backwards 
from the point where the trouble is first observable, 
using a process of elimination to eventually locate 
the faulty component, connection, etc. For exam- 
ple, if no sound is audible during game play, first 
check for a signal at the speaker leads. If no signal is 
present there, go back through the wiring harness 
connections to the printed circuit board. If there is 
still no signal, then systematically check back 
through the various components of the sound gen- 
eration circuit. 



19 

Substitution of parts is a legitimate and easy way 
to isolate the cause. For instance, if the PCB is the 
suspected trouble area, remove it and substitute a 
known-to-be-good PCB. Then check for correct 
game operation. Similarly, to check the TV monitor, 
connect the game to a known-to-be-good monitor. 
The harness can often be checked by substitution 
also. Substitute both a known-to-be-good PCB and 
TV monitor. If the trouble still persists, the harness 
must be at fault. 

While locating the trouble cause, use the tech- 
nical descriptions in Section III as guides for correct 
circuit-level operation, and the schematic drawings 
of Section Vll as roadmaps for tracing signal flow 
paths. 

The test equipment for use in troubleshooting is 
discussed in paragraph 6.2. 

6.1.3 CORRECTING THE TROUBLE CAUSE: In 

practice, the steps required to correct troubles can 
range from simple adjustments (fully seating the 
PCB in its edge connector, changing the setting on a 
potentiometer, adjusting the picture controls on the 
TV monitor) to repair of loose connections and re- 
placement of defective parts. Extreme care should 
be exercised when removing integrated circuit de- 
vices and discrete components. Use a 40-watt sol- 
dering iron with a small tip designed especially for 
IC work. To remove an IC device, follow this proce- 
dure: 

Clip all leads and lift the IC package out, 
leaving two rows of leads. Then remove 
leads individually with a soldering iron 
and needle-nose pliers. Finally, evacuate 
the holes with a solder sucker. Afterwards 
clean the area thoroughly, using an ap- 
proved PCB cleaning solution to remove 
any traces of flux and dirt. Alcohol will do 
in a pinch, if necessary. 

Insert the new IC device using an IC insertion 
tool, making sure that the reference notch is 
oriented correctly and that the device's leads are not 
bent during insertion into the board. Afterwards, be 
sure to solder each lead on both sides of the PCB, 
using as little solder as possible. After soldering, 
clean the area thoroughly to remove the flux. 

Observe the same removal and insertion proce- 
dures when replacing discrete components. Trim 
the leads as close as possible and be sure to orient 
diodes and capacitors correctly. 

6.1.4 VERIFYING CORRECT GAME OPERATION: 

After locating and correcting the cause of a trouble, 
re-energize the game and perform a final check on 
correct game operation. Doing this will verify that 
your troubleshooting was correct. If the game oper- 
ation is still not correct, go back and double-check 
your work. Make sure that any replaced compo- 



20- 



nents were installed correctly. If this was done 
properly, then start the troubleshooting steps over 
again. Keep in mind that there may be more than 
one trouble at a time, and that correcting one trou- 
ble can sometimes bring previously undetectable 
troubles to light. 

This verification is especially important when 
the original trouble had been intermittent, that is, 
was not happening all the time. 

6.2 TEST EQUIPMENT 

Electronic troubleshooting of a video game es- 
sentially consists of checking for the presence of var- 
ious signals and of examining their condition. A sig- 
nal can be thought of as acting like a "messenger" 
that carries Instructions from one unit or circuit to 
another. Many different types of signals are pro- 
duced in a video game, and for this reason several 
unusual and perhaps unfamiliar types of test instru- 
ments are used during troubleshooting. Each in- 
strument has its own set of advantages and disad- 
vantages for examining a given type of signal, and 
both the depth of the intended troubleshooting 
capability and budget will determine what instru- 
ments will be needed. Some instruments are basic 
and essential, no matter what size of service facility, 
while other optional instruments are desirable be- 
cause they make troubleshooting easier and 
quicker. 

6,2.1 BASIC TEST EQUIPMENT: 

(a) The Video Probe. This is a simple but invalu- 
able instrument having two leads — a test-clip lead 
and a test-probe lead. During troubleshooting of 
video signals the test-clip lead is left connected to 
the game side of the video coupling capacitor. On 
the Breakout game this point is the junction of resis- 
tors R41, R42, R43, R51 and R52 on the PCB. When 
the test-probe lead is then connected to any video 
developmental signal, that signal will be coupled to 
the video signal going to the TV monitor and a video 
probe picture will appear on the TV screen. The 
shape and other characteristics of this picture will 
give information about the signal being probed. The 
video probe is suited for troubleshooting syn- 
chronization and image signals, but will not be use- 
ful for extremely fast signals (such as the clock) or 
for very slow analog or digital signals. 

A video probe can be constructed in a few min- 
utes from these common electrical components: a 
length of 20 AWC (American Wire Gauge) rubber- 
coated wire, a 4.7K-ohm, y4-watt carbon resistor, 
and two test leads. For the leads, use a single 
Mouser test clip (Mouser#131C301 or 302) attached 
to one end of the wire, and a test prod containing 
the resistor on the other. 

To assemble the video probe, proceed as fol- 



lows: Remove the cap from the test clip and strip 
3/16 inch off each end of the wire. Solder one end to 
the post in the test clip, thread the other end 
through the hole in the cap, and snap on the cap. 
Next unscrew the plastic body of the test prod from 
the point and trim both leads of the resistor to a 
3/16-inch length. Solder one resistor lead to the in- 
side of the point. Thread the other end of the wire 
through the hole in the body and solder it to the 
other resistor lead; screw the body back onto the 
point. 

(b) The Logic Probe. This is a test instrument 
designed for fast verification of digital IC outputs. It 
is small, convenient to carry, easy to read, and rela- 
tively inexpensive. The logic probe derives its power 
from the system under test; it has two poWer leads, 
one for connection to ground and the other to +5 
volts DC. When the logic probe's tip is held against a 
digital signal point, three colored lamps in the tip 
will indicate the signal's condition or state, as fol- 
lows: 

• The red lamp lit indicates a high or logic level 1 
(for TTL components, this is +2.4 to +5 volts) 

• The white lamp lit indicates a low or logic level 
(for TTL components, this is to +0.8 volt) 

• The blue lamp lit indicates that the signal is 
changing states 

• No lamps lit indicate the grey region between 
and 1 (for TTL this is between +0.8 and +2.4 volts) 

A circuit shorted to ground will illuminate the white 
lamp and an open circuit will illuminate the red 
lamp. 

The logic probe is readily available from elec- 
tronic supply sources; a commercial model found 
satisfactory is the Kurz-Kasch model LP 520. 

(c) The Logic Pulser. This test instrument is simi- 
lar in size and shape to the logic probe, and it also 
derives its power from the system under test. When 
the logic pulser's tip is held against a digital signal 
point, the source and sink capabilities of the pulser 
override any IC output and the point is driven to the 
opposite logic level. If the point that the logic pulser 
is held against is low, pressing the switch on the side 
of the pulser will introduce a high pulse. Con- 
versely, pulsing a high line will pull that line low 
momentarily. 

During troubleshooting the logic pulser allows 
stimulation of in-circuit ICs with a shaped digital 
pulse. For example, a certain feature of the game 
may not be working and you suspect that a circuit is 
not receiving the necessary signal. Use the pulser to 
imitate that signal: if the circuit begins working, you 
have proved that the signal was in fact missing and 
you can begin tracking it down. This technique is 
very similar to jumping coils in electromechanical 
games such as pinball machines. 



■21 



In addition to the regular "pulse" button, there 
is another switch mounted on the logic pulser. 
When this switch is set in the "rep" mode, the in- 
strument pulses the digital signal point at a 5-Hz rate 
or 5 times per second. This extremely low rate is 
slow enough to allow watching events initiated by 
the pulser. Counter outputs, for example, are more 
easily observed when the counter is pulsed or 
clocked at this rate. 

The logic pulser is also readily available from 
electronic supply sources; a commercial model 
found satisfactory is the Kurz-Kasch model HL 583. 

(d) Oscilloscope. The most versatile test in- 
strument^ and also the most expensive, is the 
oscilloscope. The high-speed TTL integrated circuits 
used in video games produce fast-rise-time signals. 
The oscilloscope should have a 50-MHz bandwidth, 
dual trace and dual time base capability. These latter 
features allow examination of both input and output 
signals simultaneously, so that precise timing rela- 
tionships can be checked. The oscilloscope should 
also have provision for internal or external sync. 

Of the newer, solid-state oscilloscopes, a satis- 
factory model is the Tektronix 465. 

(e) VOM or Volt-Ohm meter. This common 
measuring instrument is extremely useful in video 
game troubleshooting. It can be used to check line 
voltage, transformer secondary windings, con- 
tinuity, resistance, power supply voltages, and to 
some extent used for measurements in the analog 
circuitry. 

One commercial model found satisfactory is the 
Simpson 260. 

6.2,2 OPTIONAL TEST EQUIPMENT: 

(a) The Logic Comparator, This test instru- 
ment's main benefit is that it can be used to check 
the functioning of an integrated circuit device while 
the device is still in place on the printed circuit 
board. The logic comparator performs the check by 
comparing the suspect ICs functioning with that of 
an identical-type reference IC mounted in the in- 
strument itself. Suppose that the functioning of a 
type-74193 device on the RGB is suspected to be de- 
fective. First insert a program card with a known- 
to-be-good 74193 into the logic comparator, and 
then clip the comparator test leads onto the leads of 
the suspect device. If there are any logic state differ- 
ences between the reference IC and the suspect IC 
under test, then an LED on the logic comparator will 
light up to indicate which output is not functioning 
correctly. Once a defective IC has been located, it 
should be replaced. 

Logic comparators are readily available from 
electronic supply sources. 



(b) Atari Universal Test Fixture. In situations 
where a large number of video games are being ser- 
viced, investment in the Universal Test Fixture will 
be justified. This item of test equipment forms a test 
station for troubleshooting printed circuit boards 
after they have been removed from the game 
cabinet. The Universal Test Fixture has a full set of 
controls for operating the game and also has its own 
TV monitor. The game's PCB is plugged into an edge 
connector mounted on the side of the Fixture; with 
this arrangement the PCB is positioned in a conve- 
nient way for connecting probes and other test in- 
struments. 

A program card inserted into a receptacle in the 
top of Fixture takes the place of the game's inter- 
connect wires. The program card thus sets up the 
Fixture for each particular game; the game's name is 
clearly printed on the program card itself. 

With the Universal Test Fixture the method of 
troubleshooting via substitution of known-to-be- 
good parts is made fast and convenient. For exam- 
pie, suppose that the TV picture in a game is com- 
pletely broken up and you want to determine 
whether the game or monitor is causing the prob- 
lem. Remove the PCB and plug it into the Fixture's 
edge connector, and also insert the correct program 
card for that game. If the picture on the Fixture's 
monitor is correct, then you know that the problem 
lies in the game's monitor. 

6.3 SPECIFIC TROUBLESHOOTING IN- 
FORMATION 

The following subparagraphs give additional 
troubleshooting information about certain areas of 
the Breakout game. 

6.3.1 COIN MECHANISM: If a player inserts a coin 
and the game does not respond, first check the coin 
mechanism. If pressing the coin rejector button 
forces the rejector mechanism to return the coin, 
then examine the coin to make sure that it is 
genuine. If it is, then use a set of your own test coins 
(which should include both very new and very old, 
worn coins) to determine whether or not the 
player's coin is undersize or underweight. If your 
test coins are also returned, this indicates that ser- 
vicing of the coin acceptor portion of the coin 
mechanism is called for. Generally the cause of this 
particular problem is an improperly adjusted magnet 
gate. 

Inside the coin mechanism a magnet is used to 
test the metallic composition of the coin. Highly 
magnetic coins, such as those made of steel or iron, 
will be retained by the magnet and can be returned 
by actuating the wiper operating lever. Coins having 
comparatively high magnetic properties will be 
slowed down by the magnet, and will drop off the 
end of the rail short of the "accept" entrance and be 



22 



returned. Coins having little or no magnetic proper- 
ties, such as brass or zinc coins, will pass through 
the magnetic field so fast that they will overshoot the 
''accept" entrance and be returned. 

A magnetic gate adjusted with too large a gap 
may pass both genuine and counterfeit coins. An ad- 
justment with too small a gap can lead to rejection of 
some or even all coins. Over a period of time, the 
screw that adjusts the magnet gate has a tendency to 
work loose, resulting in a gradual narrowing of the 
gate. At first, only the thickest (i.e., newest) coins 
are rejected. As time passes, more and more coins 
are rejected until finally player complaints lead to 
the calling of the game repairman. 

If pressing the coin rejector button does not 
cause the coin to be returned, and if the game still 
does not respond, then check the coin mechanism 
to see if the coin is jammed inside. 

If you are certain that the coin is genuine, and 
that the coin passes through the coin mechanism 
and into the cash box, then the lack of game re- 
sponse is probably due to some kind of electrical 
trouble. Check for signals at the electrical contacts 
of the coin mechanism before moving on to the har- 
ness and other parts of the circuitry. 

6.3.2 TV MONITOR: The TV monitor is a self- 
contained unit housed in its own chassis. A trouble's 
cause may be narrowed down to the monitor — 
either by the substitution method using a known- 
to-be-good monitor, or by verifying presence of AC 
power to the monitor power supply and presence of 
the correct composite video signal. The entire 
monitor can then be removed from the game 
cabinet. Doing this facilitates troubleshooting steps, 
because all monitor components will then be ac- 
cessible. 

A schematic diagram of the monitor circuitry is 
included in Section VII of this manual. After discon- 



necting and removing the monitor from the game, 
standard TV troubleshooting techniques are 
adequate for locating causes of trouble. Additional 
servicing information is available from the monitor 
manufacturer (Motorola). 

6.3.3 ANTENNA STATIC MODIFICATION: This 
subparagraph gives a procedure for modifying the 
antenna wire connected to pin 17 of the printed cir- 
cuit board's edge connector. The antenna is part of 
the credit portion of the game circuitry. This static 
modification feature is included so that it will not be 
possible for a player to obtain bonus games (that is, 
game plays without having deposited money into 
the game) by inducing a static charge in the coin en- 
trance plate or any other metal part of the game — 
provided that the antenna has been cut to optimum 
length. 

The antenna is a wire approximately one foot 
long, with one end intentionally left not connected. 
When a static discharge occurs, an electric current is 
induced in this wire and an impulse is transmitted to 
the credit latch circuit. This impulse resets the latch, 
turning off game credit and changing the game over 
to the attract mode. To test the static modification 
feature, touch the end of the antenna wire with your 
finger; the body usually has enough capacitance to 
trigger the circuitry. Sensitivity of the static modifi- 
cation feature can be adjusted by changing the 
length of the antenna wire. Lengthening the wire in- 
creases sensitivity, so that a lesser charge will turn 
off game credit. Cutting the wire shorter decreases 
sensitivity, so that a larger charge is required for 
triggering the circuit. 

If there are problems with static charges acci- 
dentally shutting off the game credit, try cutting the 
wire shorter, in increments of Vi inch at a time. Be 
aware, however, that if the antenna wire is cut too 
short, players may be able to obtain free game credit 
(bonus games) by inducing a static charge in the 
game. 



VII.SCHEMATICS DRAWINGS & PARTS LISTS 



Number 
A004835 

A005610 

A004836 

A005612 

A004856 

A005623 

A004838 

A004847 

A004533 

(none) 



Title 



Parts List and Drawing 
Top Assembly 


(LTpright Cabinet) 


Parts List and Drawing 
Top Assembly 


(Cocktail Table Cabinet) 


Parts List and Drawing 
Control Panel Assembly 


(Upright Cabinet) 


Parts List and Drawing 
Control Panel Assembly 


(Cocktail Table Cabinet) 


Assembly 

Decal Location Diagram 


(Upright Cabinet) 


Assembly 

Decal Location Diagram 


(Cocktail Table Cabinet) 


Parts List and Drawing 
Electronics Tray Assembly 


(for both) 


Schematic 
Harness 


(for both) 


Schematic, Parts List and Drawing 
Printed Circuit Board 


(for both) 


Schematic 

Motorola XM501 Monitor 


(for both) 



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DESCRIPTION 



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ASSEMBLY TITLE 



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ASSEMBLY, DECAL & LOCATION 
DIAGRAM 



P/L 



A005623 



PARTS LIST SPECIFICATION 



Drawn 



Checked 



Proj . l:ng. 



Page 1 of i 



Mech. Eng. 



Elec. Eng 



REV. 
A 



Rev. 



Descript ion 



Dnte 



Aj:prv 



Rev. 



Descript i on 



Date 



^pprv. 



PRuD m 



5/14/76 



I tern 



Part Number 



^ty, 



DESCRIPTION 



005240-06 
005240-08 
005240-05 
005240-07 
002426 



Decal, Color Strip - Red 

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2.//</» 



DOCUMENT CONTROL 



A 

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ATARI INCORPORATED 

14600 Winchestei Boukvud 
Lea G»toi. CtUfomii 95030 



5CHEMATIC DIAGRAM 

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DESIGN ENGINEER 



2/fth(^ 



A 

ATARI 



ATARI INCORTORATED 

14600 WincheMo Boulevnd 
LoiGitoi, CiUfondi 9S030 



SCHEMATIC DIAGRAM 
BREAKOUT 



SIZE DRAWING N( 



OOA.&33 



SHEET 4 OF 4 



BREAKOUT 




















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1 


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leisure 


ASSFMbLY iiiLhyf ^SSY, BREAKOUT P,C. BOARD K/L A004533-or; 


PARTS LIST SPECIFICATION 


Pa.ge 1 of 3 


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1 












Checkec 




Mech. Fng. 






Proj . F.ng. 


Elec. Hng , 




REV. 

F 




MF 






Rev. 


Description 


Date 


Apprv. 


Rev. 


Description 


Date 


^pprv. 




A 


Peob. QELGkS^e 


2/18/76 




F 


REV PER ECN 2547 


,256S 


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B 


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3-17-76 


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Item 


Part Number 


Qty. 


nr.SCRTPTTON 




1 


004532-01 


1 


P.C. Board 






2 


10-5101 


3 


Resistor, Carbon, iw, St, 100 OHM 


R25,27,32 




3 


10-5102 


15 


" •• " " IK OHM 


Rl, 5, 6, 11, 12, 13, 
R24,30,34,35,44, 


18,57 
'5.58 


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10-5151 


3 


ri II II 


' 150 OHM 


Rl 4^21 ^4.0 




5 


10-5185 


1 


II II II 


' 1,8m OHM 


R54 




6 


10-52p7 


1 


M II II 


' 2.7 OHM 


R49 




7 


10-5221 


3 


II It II 


' 220 OHM 


R17,20,31 




8 


10-5470 


1 


It M II 


" 47 OHM 


R33 




9 


10-5223 


1 


11 It II 


' 22K OHM 


R46 




10 


10-5273 


2 


II II II 


' 27K OHM 


R47,48 




11 


10-5331 


3 


1) It II 


' 330 OHM 


R26,28,29 




12 


10-5392 


6 


M M II 


' 3.9K OHM 


R41-43,51,52 




13 


10-5333 


1 


M II II 


' 33K OHM 


R2 




14 


10-5471 


2 


II II II 


' 470 OHM 


R16,R19 




15 


10-5473 


6 


II It II 


' 47K OHM 


R22, 23, 36-39 




16 


10-5561 


1 


II If II 


' 560 OHM 


R55 




17 


10-5562 


1 


M II 11 i 


' 5.6K OHM 


R3 




18 


10-5683 


1 


II M M I 


' 68k ohm 


R45 




19 


10-5272 


4 


Resistor, Carbon, iw, 5% 2.7K OHM 


R7-10 




20 


19-808W4PO 


1 


Resistor, Wi rewound, lOw 4 OHM, 


7.0^ R4 




21 


10-5123 


1 


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R53 




22 


19-315103 


1 


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R50 




23 


24-250105 


7 


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014,15,24,26,27,2 


9.21 


24 


24-250106 


2 


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ASSt^ABLY, 
BREAKOUT PC. BD. 



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